Chapter 1: Lucky
Hello and welcome to my after-action report for Age of Wonders 4! It’s my sixth proper game since release and I figure I should tell you about it. This will not be a narrative AAR like some of the others you might have seen for AoW4, but more of a classic play-by-play report with pictures. I might write a few in-universe bits now and then, but not in this first chapter.
Lemuria’s peaks jut out of the waters, but the giants’ descendants have long since given up on trying to bring the massive continent out from under the sea.
We’ll be using a 5-player Islands map with custom difficulty: World threat and starting conditions are normal, but the three AI players on the surface are set to Very Hard. Including Artica! This is actually a pretty big map, from my previews, and I should get to enjoy a lot of Ancient Wonder fights if the Brutal AI doesn’t decide to squish me like a bug.
And here is our landing: The southern coast of the southernmost island. Wonder Architects gets us a Lair of Serpents, a quarry equivalent, just a couple provinces away. There is an underground passage just beyond it, a common sight with Massive Underground. We can see an infestation poking out to the northwest, which seems like a good occasion to see how my cryomancer leader performs.
I won't be detailing our early fights. I did play them manually, to get my feet wet. I'm still learning the game, and this playthrough will have a lot of firsts for me: First time picking Mystic, first time playing an island map, first time picking Tome of Rock.. Suffice to say, sheer luck compensated for my lack of experience.
Our Soother heroically tanks a frigid ogre in the upper right. I figure Soother HP is the least valuable, since support skills don't scale with model count.
Overwhelming Tactics provides us with 20% chance of a critical hit, meaning we should get one crit per turn on average. Which we do, and at relevant times too. The staff of frost turns out to be excellent as well, though perhaps not quite as much as our Spellshield who successfully gets double stuns every time. Cosmic Ablation is slightly redundant with Rock Blast, but it's only a minor inconvenience.
After the fighting comes the looting. We have an incredible haul:
I’m not even sure which is better!
We got The Executioner from the monster den we cleared, and the Punisher’s Halberd was in an unguard mana node our scouts cleared to the east. Liliane, our ruler, will get the halberd. That’ll leave her free to keep using her freezing ability while still threatening the enemy with 3 attacks of opportunity. Items of tier 3 and above are rare, and weapons are the most important piece of equipment a hero can have: this is an enormous boon for us.
Down underground, our scouts are quickly stopped by the border guards of Aster. They are a Tier 3 city of arcane-wielding tigrans, with several transformations I will show you in a moment. An excellent place to put our first whispering stone, though my scout will have to double back. Hopefully the city isn’t too constrained by cavern walls and I can integrate it fully into my empire.
Chapter 1: Lucky

Lemuria’s peaks jut out of the waters, but the giants’ descendants have long since given up on trying to bring the massive continent out from under the sea.
We’ll be using a 5-player Islands map with custom difficulty: World threat and starting conditions are normal, but the three AI players on the surface are set to Very Hard. Including Artica! This is actually a pretty big map, from my previews, and I should get to enjoy a lot of Ancient Wonder fights if the Brutal AI doesn’t decide to squish me like a bug.

And here is our landing: The southern coast of the southernmost island. Wonder Architects gets us a Lair of Serpents, a quarry equivalent, just a couple provinces away. There is an underground passage just beyond it, a common sight with Massive Underground. We can see an infestation poking out to the northwest, which seems like a good occasion to see how my cryomancer leader performs.
I won't be detailing our early fights. I did play them manually, to get my feet wet. I'm still learning the game, and this playthrough will have a lot of firsts for me: First time picking Mystic, first time playing an island map, first time picking Tome of Rock.. Suffice to say, sheer luck compensated for my lack of experience.

Our Soother heroically tanks a frigid ogre in the upper right. I figure Soother HP is the least valuable, since support skills don't scale with model count.
Overwhelming Tactics provides us with 20% chance of a critical hit, meaning we should get one crit per turn on average. Which we do, and at relevant times too. The staff of frost turns out to be excellent as well, though perhaps not quite as much as our Spellshield who successfully gets double stuns every time. Cosmic Ablation is slightly redundant with Rock Blast, but it's only a minor inconvenience.
After the fighting comes the looting. We have an incredible haul:

I’m not even sure which is better!
We got The Executioner from the monster den we cleared, and the Punisher’s Halberd was in an unguard mana node our scouts cleared to the east. Liliane, our ruler, will get the halberd. That’ll leave her free to keep using her freezing ability while still threatening the enemy with 3 attacks of opportunity. Items of tier 3 and above are rare, and weapons are the most important piece of equipment a hero can have: this is an enormous boon for us.
Down underground, our scouts are quickly stopped by the border guards of Aster. They are a Tier 3 city of arcane-wielding tigrans, with several transformations I will show you in a moment. An excellent place to put our first whispering stone, though my scout will have to double back. Hopefully the city isn’t too constrained by cavern walls and I can integrate it fully into my empire.
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